Teh_Peso wrote:
jhorleb wrote:
I guess where we differ is that I don't think everyone should have their armor the way they'd like it (e.g., 8 enchantments on every piece - 56-60 MP on armor slots, 30-32 each of will and fortitude on non-armor slots).
Like it or not, part of the balance in SK is achieved by making certain things such a mind-numbing time sink that not everyone is willing to use them to improve their characters. If you make them less of a time sink, you will throw off game balance for certain spells that do not need a wimp and then you have to buff those etc. etc.
Sorry if I'm sounding like a broken record, but I really don't think you guys are considering all the effects of this proposed change. Do you disagree that it would have far-reaching implications on game balance, particularly with respect to debuffs?
Preach it, my brother!
I'd highly suggest that anyone agreeing with this statement read the article I linked in the first post. While I understand that one of the components in a modern-day pay-for-play MMO is time, and that by necessity -- they have to keep you addicted and paying -- this MUD (and any other free online game) should not suffer said lever-pressing syndrome. It is a terrible travesty that this has been so inundated that a person would believe this to be necessary toward game balance.
My proposed change doesn't actually change the tenor of available enchantments, just the possibility of actually achieving what you want. Let's take the scenario you outlined earlier, and go for an 8-enchantment MP piece. For now, assume equal probability for all enchantments (which is not right, but easier to illustrate), and that you start with 4 MP on your chosen piece. Then you need to land four enchantments of MP with a probability of (1/5)^4, or a
one in six hundred twenty-five chance of achieving your goal. Now, I know MP is more "common" than some of the others, so the odds are slightly better than that, but the example stands.
So let's say you realize that and decide to relax your criteria. I'll take two MP, two of anything else. Then your odds improve to (1/5)^2*(4/5)^2 + (1/5)^3*(4/5) + (1/5)^4 (prob. of 2MP + prob. of 3MP + prob. of 4MP) = 20 / 625, or roughly
one in twenty-five. That's an
average of twenty five trips to pick up that armor; which, if it's not storebought, involves at least five minutes per trip (with a fast repop), for twenty-five trips, for a minimum expected timesink of 125 minutes, or
over two hours. And that's for
one piece of not-so-crappy enchanted armor. Furthermore, this doesn't at all compensate for the fact that you're going to need more trips than that anyway simply because you're going to be blowing up and fading the items in the process. Being more realistic and factoring those things in makes it even more depressing.
You get me?